beginscript; AttachOtherToObj (Fir_G1_1, Carrage1); AttachOtherToObj (Fir_G1_2, Carrage2); AttachOtherToObj (Fir_G1_3, Carrage3); ExcTargetType(0x8); IncludeUTarget(0x6c01); AddTrainTunnel(2, 3); AddTrainTunnel(14, 15); AddTrainTunnel(35, 24); AddTrainTunnel(86, 41); SetHUDTarget(MainTrain); // set where we're jumping to SetButtonJump(); // test – did we jump back here if (HasJumped()) { SetGlobalVar(6,1); goto Skip; } WaitForTime(40); TriggerMessage(0,0xffff,0xffff); WaitForTime(100); TriggerMessage(2,0xffff,0xffff); WaitForTime(50); //ChangeCamera(0x807,20,20); //WaitForTime(6050); label Skip: ChangeCamera(0x801,20,20); JumpOnButton(0); SetLevelArea0(GetObjectXPos(MinArea1), GetObjectZPos(MinArea1), GetObjectXPos(MaxArea1), GetObjectZPos(MaxArea1)); SetLevelArea1(GetObjectXPos(MinArea2), GetObjectZPos(MinArea2), GetObjectXPos(MaxArea2), GetObjectZPos(MaxArea2)); label Wait: WaitForTime(60); EndFrame(); goto Weapons; EndFrame(); goto Wait; label Weapons: if (PlayerInRange(100)) { SelectWeapons(0,1,0); if (GetVar(0) != 1) { TriggerMessage(1,0xffff,0xffff); SetVar(0,1); } } else { SelectWeapons(0,1,0); } if (PlayerInRange(4000) != 1 && GetVar(1) < GetTime()) { TriggerMessage(7,0xffff,0xffff); SetVar(1, GetTime() + 200); } EndFrame(); goto Weapons; label End: EndFrame(); goto End; endscript; $